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Sound Editor 2018 [Released: Version 1.4.1]


TheVisitorX

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That's the way how they did it with a lot of files... Many, many left overs from previous versions, a lot of duplicates in all of the files, which makes the search for the right files really hard. It's like finding the needle in a haystack or Easter eggs ;).

Regarding the auto-scroll: I want to implement that in the next version. I'm not sure if I can implement that "stop AutoPlay when typing" functionality. Stopping the AutoPlay should be possible, but you have to restart it again manually.

I'll think about changing the shortcuts for this case, because that's not nice.

Edited by TheVisitorX
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3 minutes ago, TheVisitorX said:

Regarding the auto-scroll: I want to implement that in the next version. I'm not sure if I can implement that "stop AutoPlay when typing" functionality. Stopping the AutoPlay should be possible, but you have to restart it again manually.

I'll think about changing the shortcuts for this case, because that's not nice.

The auto-scroll would be nice, but not necessary.  But the stop auto-play would be a huge thing if at all possible.  One part of my real job is doing professional closed captioning for TV shows and the software I use for that has all sorts of neat functionality I'm used to using when typing up audio from video files, etc...  The one I use currently basically loops audio continuously in small increments like 1 or 2 seconds while I'm typing, then when I hit enter, it moves to the next line and loops that clip.  With SE, if it could somehow detect that a description was being typed and not move on to the next line until the hard return is pressed, that might be a good solution.  If it hits the end of the audio clip before the description is typed, it would just replay the current line.

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@TheKreator

Sound Editor 2018 1.4.0 has been released!

For updates use the internal update tool. For a fresh install use the provided setup, which is up in a few minutes.

Changes in this version:

- Changed the internal shortcuts to use the "CTRL" key => now all shortcuts need the CTRL key
- Removed the "Preview All" function, which has been introduced with 1.2.0, because of some nasty bugs
- Added two new settings as replacement => "AutoPlay when row selected" and if that file should be looped or not
- Fixed some minor and major bugs

@TheKreator Please let me know if that is enough for you!

You can always use the arrow keys to go through all of the files.

Edited by TheVisitorX
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1 hour ago, TheVisitorX said:

Please let me know if that is enough for you!

You can always use the arrow keys to go through all of the files.

This works great actually!  I enabled the auto play and loop feature, and when clicking on the Name column and using the arrow keys to skip line by line, I can go faster than even the 1 second auto intervals.  And then the instant I hear JoJo, I can start typing what she says, and then just continue along with the down arrow.  Very nice!

When I start with a blank file, I always sort by the Size column with the largest file sizes up top, then work my way down.  That usually helps the progress appear to go faster towards the bottom, but also helps kind of group similar sounds in the same general areas.  Longer commentary clips tend to be towards the top, whereas short name announcements fall towards the bottom.  But the "Accompanied by [name]" varies all over the file because these typically also include the wrestler name plus nickname.  So "Accompanied by The Eighth Wonder of the World, Andre the Giant" is near the top, while "Accompanied by Lita" is toward the bottom of the list (along with single name announcements.)

I should have another custom_data upload for you later this evening which should cover all the new details from ss5 (and hopefully that's the last of the JoJo stuff, but I'll work my way through the other ssX files as I have time.)

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The most recent update really does speed up the process greatly!  I've now completed identifying all of JoJo's lines from character_ss5_m.pck!  I feel pretty confident this is the last file with JoJo ring announcing!  The file is mostly commentary, but now if you sort alphabetically and scroll down, the bottom 20% of the file is all the "Accompanied by [name]" calls, and duplication of the introduction name calls (which I believe most of the ones in this file are used in post-match Victory scenes.)

Tonight I'll go through and start loading in custom Fink audio for all the accompanied lines, and I've already replaced all the name calls for wrestlers I have Fink audio for.

@TheVisitorX As a personal favor, is there any easy way to identify all the custom commentary IDs associated with Enzo Amore?  I've now replaced all of his JoJo calls with "The Immortal Hulk Hogan" from The Fink, but would be great to change or replace the commentary with maybe Michael Cole's 2K15 commentary specific to Hogan.

Google Drive Download Link: custom_data_022018_01.xml

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Sound Editor 2018 1.4.1 data.xml update only has been released!

The data.xml file has been reduced. I have missed some duplicate entries.

@TheKreator I'm not sure if there is an easy way to identify all associated commentary IDs. Maybe there is, but I can't tell you now. I will have a look.

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1 hour ago, TheVisitorX said:

 

@TheKreator I'm not sure if there is an easy way to identify all associated commentary IDs. Maybe there is, but I can't tell you now. I will have a look.

It might take a long time, but with the recent update to the software, that should help me work through them faster.  Now that JoJo is completely identified, the next step is going back through the thousands of lines of commentary files and I'll just type the associated wrestler name for the clip with some sort of designation for commentary.  I was adding initials for who spoke, but not sure if that's necesary (and Graves and Saxton's voices sound so close I have a hard time determining who said what.)  I think I'm learning most of the voice calls that are not Cole are actually Saxton with Graves being mostly color commentary with longer audio samples that have stories about the wrestlers history.  Anyway, I think the only reason to index the commentary is for those of us who want to replace existing superstars with mods in their slots, and being able to replace or eliminate unrelated commentary audio is a big deal I think.  (Of course, with Data Editor, we can just disable custom commentary, but there is some fun to be had with it.  I've already been testing neat ideas with my Enzo > Hogan conversion.)

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The best thing would be if we could identify the commentary script and the associated ids for each slot. I have written a bnk file analyzer for WWE 2K17 which still helps me a lot to identify things in a soundbank. Most of the commentary are dialog based events. That means, a dialog based event in wwise contains effects and also sfx/voice files. The sfx/voice file correspondents with the ids from SE. So if we could identify the events, we would also find all the sounds associated with that event. But that is just my theory. Actually I'm not sure where exactly the game assigns slots to commentary, but I think it should be somewhere in the sound.pac file.

Edited by TheVisitorX
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That would be incredible if there's a way to discover the associated commentary matching individual wrestler slots.  Maybe some way to analyze the memory as the game is being played to capture the events?  There are so many custom calls for just about every situation, though I've heard so many audio clips recently while indexing things that I've never heard in actual game play.  It would not surprise me if they recorded a ton of audio that never ended up being implemented due to the way the commentary is coded.

In almost every match, early on Michael Cole will say something like, "Tell me about [wrestler name]" and then Corey Graves has a clip that runs from usually 2-3 different stories about that person.  Also, sometimes going for an early pin will initiate a Cole line of "[wrestler name] going for an early pin" which might be the best way to trigger an event consistently that might lead you to what you need to find other associated IDs (I hope).

 

Oh, I just discovered I mislabeled one of the clips in ss6 -- It was one of the first ones I did and I thought it was blank (maybe the T2 entrance intro audio of Arnold's voice that is no longer in the game), but is actually Rick Rude's Entrance Vocals that have a long delay (as he walks to the ring and poses before grabbing the mic.)

<sound id="844487146" name="Rick Rude - Entrance Vocals" />
<sound id="491423266" name="Akira Tozawa - Ha ha ha ha ha" />
<sound id="888180978" name="Akira Tozawa - Ha ha ha with Crowd (Taunt?)" />
<sound id="388671677" name="Akira Tozawa - Ha ha ha, ho ho ho, ha ha ha with Crowd Entrance" />

EDIT:  Also added three Akira Tozawa updated descriptions.  I had no idea who's sounds these were until I was at a WWE house show last Saturday night and saw Tozawa's entrance in person.  Had no idea this was a thing he did.  Ha!  (I don't really keep up with current WWE as much as I used to, but I'm sure that's common with most of us who are modding to bring back classics and legends.)

Edited by TheKreator
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@TheKreator I think I've found the position where the game assigns slots to commentary. It's really funny, because if I remove, for example, the slot for "The Rock", the commentary seems to completely ignore him. Like he isn't a participant in the match! Each slot has commentary assigned, even the slots which aren't used this year. Presumably, the rest points to the generic commentary. Now all I have to do is find out where the offsets refer. At best, they point directly to the appropriate Wwise event.

Edit: Unfortunately it does not work as expected. There are no offsets defined in this case, only the slots are defined, but no further references. So keep looking ...

Edited by TheVisitorX
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3 hours ago, dinamite kid said:

I get an error if I try to convert files to wem -> "File 0 conversion to wem failed.  Please check your Wwise settings!"

 

Come on... I've mentioned the solution at least 5-10 times in this topic! Why is nobody bothering to read the posts? :( It is now even part of the FAQ, for exactly this reason!

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On 2/23/2018 at 6:33 PM, TheVisitorX said:

Come on... I've mentioned the solution at least 5-10 times in this topic! Why is nobody bothering to read the posts? :( It is now even part of the FAQ, for exactly this reason!

which version of Wwise should i download

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On 2/22/2018 at 11:02 AM, TheVisitorX said:

@TheKreator I think I've found the position where the game assigns slots to commentary. It's really funny, because if I remove, for example, the slot for "The Rock", the commentary seems to completely ignore him. Like he isn't a participant in the match! Each slot has commentary assigned, even the slots which aren't used this year. Presumably, the rest points to the generic commentary. Now all I have to do is find out where the offsets refer. At best, they point directly to the appropriate Wwise event.

Edit: Unfortunately it does not work as expected. There are no offsets defined in this case, only the slots are defined, but no further references. So keep looking ...

I've been out of town on business the past week, but planning to get back to this later this week!  Thanks for looking into the commentary for me!  I still hope we can somehow identify even just specific commentary audio for each wrestler without having to listen to all the recordings manually, but I may start back up on that soon trying to eventually map all the files.

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On 28.2.2018 at 10:03 AM, TheKreator said:

I've been out of town on business the past week, but planning to get back to this later this week!  Thanks for looking into the commentary for me!  I still hope we can somehow identify even just specific commentary audio for each wrestler without having to listen to all the recordings manually, but I may start back up on that soon trying to eventually map all the files.

@TheKreator I have some good news and some bad...

Good news:

I'm a step further now. Each superstar has its own commentary bank file, which contains all commentary sound-ids (including ring announcements) associated with that superstar.

... but it's not so easy to find which bank is for which superstar. You have to extract at least one of the sound ids, find that id in SE and listen to it to identify the superstar. All banks are in the character_e_s.pck file.

For example: 116547918.bnk contains all sound files related to Mr. McMahon.

Problem is: There are over 800 banks for voice... And there is no tool to read the bnk files... I could add a "pseudo support" for opening bnk files in SE or I could publish a helper tool, because I already have a bnk file analyzer tool, but it does not work with each bank.

SE could try to list all sound files related to that bank. But I'm unsure if that would be helpful. Maybe a separate tool makes more sense.

Another problem is, a bnk does not contain any sounds (or only if the sound is embedded), it contains just a list of sound files. So it would be still a lot of work to identify all the sounds, because you can't extract the binary data to "preview" the sound, because it's simply not in that file.

 

 

 

Edited by TheVisitorX
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This is good progress though!  If a tool could be generated to determine at least a list of files that could then be cross-referenced manually using SE, I might be able to go through and start indexing a little bit more of a specific order, rather than just randomly doing it as I do now.  Might at least help structure the process and then I could potentially write up a help document for others who may want to manually replace or change audio for their own mods which replace a pre-existing Superstar.

So far, just by randomly hunting, I've replaced many of the Enzo clips for my Hulk Hogan swap, but still have to find a ton of them.  I've held off on swapping any other characters at the moment, since it's awesome having their names announced during intros, but super annoying hearing commentary during a match calling them by the original slot's name.  :)

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If you would send me one of of his sound file ids, I could try to identify his bank and generate a list of sound ids related to him. I will try to prepare a little helper tool today. Maybe that will make the process a bit easier.

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I have created a little tool which converts the "HIRC" section of all *.bnk files to a more readable XML structure.

<?xml version="1.0" encoding="utf-8"?>
<SoundBank>
  <Sections>
    <HIRC Length="318">
      <Objects Total="5">
        <Object Number="1" Type="Sound SFX/Voice" AudioFileId="31064644">
          <ShortData>00-A5-33-3F-01-00-04-00-02-44-02-DA-01-70-09-00-00-01-00-00-00-00-00-00-00-B5-24-94-27-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00</ShortData>
          <RawData>02-2E-00-00-00-00-A5-33-3F-01-00-04-00-02-44-02-DA-01-70-09-00-00-01-00-00-00-00-00-00-00-B5-24-94-27-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00</RawData>
        </Object>
        <Object Number="2" Type="Random Container/Sequence Container">
          <ShortData>B5-24-94-27-00-00-00-00-00-00-00-CF-C2-3D-2D-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-7A-44-00-00-00-00-00-00-00-00-01-00-00-01-00-12-01-00-00-00-00-A5-33-3F-01-00-00-A5-33-3F-50-C3-00-00</ShortData>
          <RawData>05-4A-00-00-00-B5-24-94-27-00-00-00-00-00-00-00-CF-C2-3D-2D-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-7A-44-00-00-00-00-00-00-00-00-01-00-00-01-00-12-01-00-00-00-00-A5-33-3F-01-00-00-A5-33-3F-50-C3-00-00</RawData>
        </Object>
        <Object Number="3" Type="Sound SFX/Voice" AudioFileId="68967680">
          <ShortData>8E-16-BD-0F-01-00-04-00-02-00-5D-1C-04-3E-0A-00-00-01-00-00-00-00-00-00-00-95-89-98-31-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00</ShortData>
          <RawData>02-2E-00-00-00-8E-16-BD-0F-01-00-04-00-02-00-5D-1C-04-3E-0A-00-00-01-00-00-00-00-00-00-00-95-89-98-31-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00</RawData>
        </Object>
        <Object Number="4" Type="Random Container/Sequence Container">
          <ShortData>95-89-98-31-00-00-00-00-00-00-00-CF-C2-3D-2D-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-7A-44-00-00-00-00-00-00-00-00-01-00-00-01-00-12-01-00-00-00-8E-16-BD-0F-01-00-8E-16-BD-0F-50-C3-00-00</ShortData>
          <RawData>05-4A-00-00-00-95-89-98-31-00-00-00-00-00-00-00-CF-C2-3D-2D-00-00-00-C0-00-00-01-00-00-00-00-00-00-00-00-00-00-01-00-00-00-00-00-00-00-7A-44-00-00-00-00-00-00-00-00-01-00-00-01-00-12-01-00-00-00-8E-16-BD-0F-01-00-8E-16-BD-0F-50-C3-00-00</RawData>
        </Object>
        <Object Number="5" Type="Actor-Mixer">
          <ShortData>CF-C2-3D-2D-00-00-00-11-44-6E-9E-00-00-00-00-00-01-07-00-00-A0-42-00-C3-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-B5-24-94-27-95-89-98-31</ShortData>
          <RawData>07-31-00-00-00-CF-C2-3D-2D-00-00-00-11-44-6E-9E-00-00-00-00-00-01-07-00-00-A0-42-00-C3-00-00-00-00-00-00-00-00-00-00-00-00-00-02-00-00-00-B5-24-94-27-95-89-98-31</RawData>
        </Object>
      </Objects>
    </HIRC>
  </Sections>
</SoundBank>

Each HIRC section contains several different objects with different types. Each Sound-Object also has a readable AudioFileId attribute, as you can see. This is the same id as the wem file in SE.  Maybe it helps someone to find all corresponding sounds.

Here you will find all converted banks from the character_e_s.pck file.

To find the right xml file it would be the best to search with an editor of your choice for something like AudioFileId="ID-in-SE" in all files.

Edit:

Here is another one which contains only sound objects.

Edited by TheVisitorX
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